Sync projection controls from the active camera, preserve the UCS icon in perspective views, and use visible or selected 3D geometry for orbit pivots. Dense mesh vertex grips remain hidden.
Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.
Only Previous and Last were on offer, so Window, Crossing, Fence, the two
polygons and All could not be reached at all -- and with no keyboard to
type them into, the buttons were the only way in.
Window and Crossing fix the sense of the next box. Dragging derives that
from the direction the corner travels and would overwrite it the moment
the corner moved, so the derivation stands down while a keyword holds it.
Add and Remove decide what a pick does for the rest of the round: Remove
subtracts the way Shift already does, rather than through PICKADD, which
decides whether a pick *replaces* the set and so would have wiped
everything gathered so far. Both are dropped when the next command
starts, since neither outlives the selection that asked for them.
Fence and the polygons are picked point by point, which TRIM and EXTEND
already ask for. That gesture -- the points, the rubber-banded dashed
preview, whether the path closes -- moves into one place both bind to,
and the two preview builders duplicated in trim.rs go with it.
A fence is not the polygon test with crossing set: that closes the point
list and counts whatever lies inside, so a line drawn past a row of
objects would take everything behind it too. It gets a hit test that only
counts a real intersection, and skips the area-based geometry entirely.
The lasso gathered its hits from wires, hatches, block hatches, meshes and
block meshes inline; the new modes need the same list, and a second copy
would drift. Both now come through `Scene::path_hit_handles`.
Closes#596
Co-Authored-By: Claude Opus 5 <[email protected]>
Route model, paper, viewport and nested block content through one traversal while preserving leaf renderers. Carry decoded material state into mesh shading and harden solid geometry conversion.
Remap immutable base candidates and cache only changed-wire indexes so block-heavy drawings avoid rebuilding millions of primitives on pointer movement. Build 3D BVHs lazily for plan views.
Keep resident wires, draw depths, GPU slabs, and edit history incremental across entity changes. Defer rollover work to avoid cursor jumps on dense drawings.
Replace full-document snapshots with Arc first-touch deltas and batch cache invalidation. Reuse interaction and GPU category caches across unrelated edits.
Clipped INSERTs cut their content correctly but never showed the
boundary itself. When the header XCLIPFRAME is 1 or 2 (visible), a
closed ring over the world-space clip polygon now rides the insert's
resolved colour and line weight. The frame is deliberately not clipped —
it is the boundary — and carries no snap points.
Co-Authored-By: Claude Fable 5 <[email protected]>
A wide polyline draws a solid band, but hit-testing only ever saw the
centreline 8 px out, so a donut could only be selected by clicking the
phantom circle inside the disc it paints. `self.hatches` — the map the
hatch pick channel walks — is filled from HATCH and SOLID alone, so the
band `wide_fills` produces was drawn (via `synced_hatch_models`) and never
picked.
The band rides in on `pick_tris`, the same channel a thickness wall uses:
`wide_fills` already computes it, so it costs one tessellation and inherits
the block transform. It ear clips rather than fans — an arc band is an
annular sector, concave on its inner edge — reusing `triangulate_planar`.
Wiring `pick_tris` through `Lines` alone was not enough: a plain wide
polyline leaves `to_truck` as `Contour`, and a PLINEGEN=0 one as
`SegmentedLines`. Both now carry it.
This needs the wire's cullable box to cover the band, and it did not.
`bounding_box()` boxes a polyline's stored vertices, knowing nothing of the
width painted around them: a donut's two vertices sit on one horizontal
line, so the box had zero height and rejected every click on the disc
before any triangle was tested. Every site that stamps the entity box onto
a wire now goes through `set_wire_aabb`, which widens it over `pick_tris`
(a no-op for the entities that have none, which is nearly all), and the
block cache chains `pick_tris` into its own box for the same reason.
That box was already too small for the centreline itself — an arc leaves
the vertex box — so a donut was unselectable at its top and bottom at
enough zoom. Widening fixes that too.
Verified end-to-end: tessellate a width-0.5 donut on a 0.05 centreline
radius, then `click_hit` five points 20 px clear of the centreline — all
land, and a click outside the disc still misses.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Selection tested a flat 8 px radius around each wire's centreline and
nothing else, so two things the user can see were not pickable.
A wire renders as a band `line_weight_px` wide, so pick now widens to that
rendered half-width via `pick_tolerance_px`, mirroring the wire shader's
`select(0.5, half_width, lwdisplay_enable)`. Behaviour is unchanged for
every standard weight (the widest, 2.11 mm, renders 7.97 px half-width —
just under the 8 px threshold); this keeps the two sides from drifting
apart if the display boost in `lineweight_to_px` ever changes.
Entities extruded by a DXF thickness draw their wall as four edges with
nothing in between, so the interior was a hole the cursor fell through.
WireModel gains `pick_tris`: triangles hit-testing treats as solid and the
renderer never uploads. Kept apart from `fill_tris` because that channel
reaches the GPU, and a wall that rendered shaded would change how every
thickness drawing looks. Ranked below `fill_tris` — those are drawn, these
are not, so where they overlap the drawn face is what the user means.
Walls are dropped when a wire is projected into a floating viewport:
`points` are reprojected and clipped into paper coords there, so cloned
model-space triangles would hit-test at a model-scale offset. Extruded
entities stay selectable by their edges, which do get projected.
The wall loop runs on every hover that misses everything else, so it
rejects on the wire's AABB first — an extruded circle is ~128 triangles
and a drawing full of thickness would otherwise project every wall on
each mouse move.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
STRETCH picks its crossing window as two corner points. After the first
corner set last_point, Ortho/Polar constrained the opposite corner to an axis
through it, collapsing the window to a line and making selection impossible.
Add CadCommand::window_corner_pick(); STRETCH returns true for its two window
steps, and the viewport skips the ortho/polar (and OTRACK) lock for that point
in both the preview and commit paths — the corners are now free.
Also render the window like a normal box selection instead of a bare green
outline: add SelectionState::preview_box (a hit-test-free marquee), draw it
with the shared draw_marquee helper (green crossing fill + stroke), and drive
it from the command's new window_first_corner(). Cleared on command end.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Snap and hover hit-testing scanned the whole model wire set every cursor move; a heavily block-instanced drawing explodes to millions of wires, so this stalled for over a second per move. Add a cached spatial grid (wire_grid) keyed on the geometry epoch and query only the cursor neighbourhood via Scene::hit_test_wires_near. Gate the O(in-range segments squared) intersection passes on the in-range POINT count, not the wire count — a handful of curved wires, each hundreds of tessellated points, blew the quadratic up while the wire count looked modest. Give zero-size entities away from the origin (POINTs) a real cullable AABB, and fall back to a block sub-wire's own world points when its entity bounding box is degenerate.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Two fixes for opening drawings with XCLIP'd blocks (crashed / mis-rendered
since SDF text became the default).
- block_cache emit_wire: the fill_tris/fill_tris_low length debug_assert
panicked in debug builds on a legitimate case — a Leader/dimension arrowhead
fill nested in a block carries fill_tris with an empty fill_tris_low (the
WireModel contract's "all-zero low" form, which the code already handles via
get().unwrap_or). Relax the assert to permit the empty case; a *partial* low
half is still caught.
- xclip clip_wires: also clip the SDF glyph quads. Block-internal text was
bleeding past the clip boundary (mixed batch) or vanishing (the tail retain
dropped empty-points wires). Now each glyph quad is kept/dropped by its
centroid vs the boundary (whole-glyph granularity), text_verts-carrying wires
survive the retain, and the pick-box AABB is recomputed from the surviving
glyphs.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
SDF is the only text renderer now — the stroke path and its LOD ladder are
gone, and the remaining text kinds render as SDF glyph quads too.
- ATTDEF / ATTRIB: carry a GlyphRun so single-line attribute text renders as
SDF (multi-line already did via layout_mtext). Tolerance / complex-linetype
text already SDF.
- Remove `sdf_text_enabled()` (the OCS_TEXT_SDF flag / kill switch) and take
the SDF path unconditionally everywhere: tessellate Text arm (per-group by
GlyphRun presence), hit_test fallbacks, render gather, complex_lt, table,
mleader.
- Delete the text LOD ladder: tess.rs baseline/greek block and the
block_cache greek/baseline path (emit_greeked_text / emit_text_baseline),
plus the now-dead helpers text_baseline_points / text_greek_obb_tris /
text_obb_corners_native / mtext_line_count and the LocalWire
text_height_local / text_obb_local fields. All text is crisp at every zoom;
text entities are exempt from the sub-pixel stub cull.
- Fix a latent bug: block-internal SDF text was culled because its LocalWire
aabb_local was [0,0,0,0] (no points) — fold the glyph-quad extent into
aabb_local and exempt text_verts-carrying wires from the sub-pixel cull.
- Clear the pre-existing dead-code warnings (TextPlacement.elevation, TabKind,
MTextRunKind::Tab).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Extend SDF text to the remaining text kinds and make the Text arm decide SDF
per group instead of per entity type.
- Text arm: a stroke group renders as SDF glyph quads when it carries a
GlyphRun (strokes suppressed); a run-less group keeps its strokes. TEXT /
MTEXT / dim / block / mleader are unchanged (all run-groups). A composite
Text object can now mix geometry + text: its run-less groups stay strokes and
its run-groups become SDF. The glyph-bounds AABB is hoisted so both the
bins-empty and bins-non-empty paths stamp it on the text wire.
- Tolerance: refactored to emit the feature-control frame (border, separators,
dividers) as run-less stroke groups and each cell's text as a run-group, so
the frame stays crisp geometry while the values/symbols render as SDF text.
- Complex linetypes: embedded LtSeg::Text renders as SDF glyph quads on an
extra text wire (glyph-bounds AABB) instead of stroke polylines.
- click_hits_all: include SDF text boxes so selection cycling steps through
text too, ranked after real geometry.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Rearchitect SDF text from a document-wide collector to per-entity
production during tessellation, so each entity owns its glyph quads and
composite/nested text is covered for free (no re-explosion, no per-frame
document walk).
- WireModel gains `text_verts`: glyph quads ride on the wire, so they are
cached by the tess memo, cloned on hit, and transformed by the block
expand loop exactly like `points`.
- Text arm (tessellate.rs) builds the quads when SDF is on and suppresses
the strokes; render gathers text_verts from the viewport wire set
(`gather_text_verts`, cached on wire content id) — the old collector is
removed. Covers model, dimension, table, block-internal and paper-sheet
text uniformly.
- MLEADER text (lays out via layout_mtext, not the Text arm) gets its own
SDF branch driven by the per-run GlyphRun.
- Pick box comes from the rendered glyph quads (true text extent), not
entity_aabb which mis-places the box for MTEXT; composite paths no longer
clobber the empty text wire's tight AABB (dim pick box hugs the text).
- Selection / hover highlight via a text-highlight overlay (upload_text_
highlight, keyed on selection_generation) mirroring the selected-wire
xray overlay; base glyphs stay neutral so a deselect leaves no stale tint.
- Debug: env OCS_TEXT_BOX draws each run's glyph-bounds rectangle.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Mesh entities (PolyfaceMesh / PolygonMesh / SubD Mesh) could only be picked
on their thin edges — click_hit tested wire segments, and the solid face pick
only covers ACIS solids. When no edge is close, click_hit now also tests the
mesh's fill_tris with the same projected-triangle containment mesh_click_hit
uses for solids, so clicking a mesh's surface selects it, front-most first.
Edge proximity still takes priority.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Rework 3D view navigation:
- Turntable / lock-horizon orbit: horizontal drag yaws about world +Z,
vertical drag pitches about the horizontal camera-right axis, so the
view never banks. Pitch is pole-clamped but the straight-down default
view can still be tilted out of.
- Orbit centre: the selection's centre when something is selected,
otherwise the point under the cursor — no longer only the file centre.
The camera revolves rigidly about the pivot, so it stays put on screen
and the view doesn't jump.
- Mouse scheme: Zoom = wheel, Pan = MMB, Rotate = Shift+MMB. Right-drag
no longer orbits (right-click stays context menu / Enter). Floating
viewports orbit with Shift+MMB too.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The window/crossing selection anchor was stored only in screen pixels, so
zooming or panning mid-drag left it frozen while the drawing moved under
it — the rectangle then covered the wrong world area and selected too much
or too little.
Store the anchor's world point and re-project it to the screen anchor
whenever the model-space view zooms (on_viewport_scroll) or pans
(on_viewport_move), so the rectangle tracks the drawing. The moving corner
already follows the cursor. (MSPACE floating-viewport box-select would
need the viewport camera and is left as-is.)
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids)
was effectively frozen. Several independent costs, all addressed here:
- Face3D edge/fill buffers were re-uploaded on every camera move (keyed on
camera_generation). They are world-space and selection-independent, so gate
them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every
wire.
- Solid meshes were drawn one buffer + one draw call per solid (~10k draws/
frame), which strangled the GPU front end. Concatenate every solid's LOD0
into a few large buffers (split only to stay under the 256 MB buffer cap) and
draw the whole set in a handful of calls. Built once per geometry epoch, so
selection / hover never re-pack it.
- Selection / hover highlight is now a small tinted overlay of just the picked
solids, drawn last with an Always-depth pipeline so it shows on top even when
the solid is occluded — instead of re-tinting and re-uploading all meshes.
- Hover / pick hit-testing scanned every triangle of every solid each move
(seconds on a heavy model). Add a 3D-AABB screen-rect broad phase
(MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh
set, so picking is O(solids) cheap projections plus the few solids actually
under the cursor.
- Block-internal hatch hit-testing exploded every INSERT on every hover.
Cache the result per geometry epoch and skip blocks that contain no hatch.
- Curved-surface (cone/sphere/torus) tessellation tolerance is now radius-
relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and
matches the circle/arc wire tessellation, instead of exploding on large radii.
Also adds docs/tessellation.md mapping every EntityType to its tessellation
path (truck B-rep vs truck curve topology vs direct).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Replaces the opt-in `rmb_enter` setting (and `RMBENTER` command) with
always-on behavior. While a command is active, the first viewport
right-click acts as Enter (commit / close) and a second consecutive
right-click opens the context menu instead. Idle right-click still opens
the menu; right-drag still orbits.
The cycle is tracked per tab (`right_click_entered`) and restarts on any
other interaction — a left-click pick, a new command, an orbit, or
leaving the viewport — so the next right-click is Enter again.
Refines #185.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Adds a configurable right-mouse-button behavior without disturbing orbit
or the context menu.
- New persisted setting `rmb_enter` (command `RMBENTER [ON|OFF]`, default
off): when on, a right-click while a command is active acts as Enter
(commit/close); when idle it still opens the context menu. Right-drag
always orbits, so nothing is lost.
- Right-click vs orbit is now time-based: orbit engages only after the
button is held >=150ms and the pointer moves, so a quick right-click is
no longer swallowed by slight pointer jitter (was an 8px distance gate).
- The right-click Repeat menu now lists commands from every source
(command line, ribbon, context menu, shortcuts) via a unified
recents list recorded at the dispatch choke point, instead of only
typed commands.
Closes#185
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Two names collided with the pick subsystem and misdescribed their files:
- scene/hittest.rs -> scene/camera_ops.rs. Its contents are camera/view
operations (zoom, fit-all, named-view restore, camera<->document sync,
per-tile grid/snap), not hit-testing — the real screen-space hit-test
lives in scene/pick/hit_test.rs.
- scene/pick/selection.rs -> scene/pick/selection_state.rs. It holds only
the SelectionState struct; the name clashed with scene/selection.rs
(the Scene selection operations).
Callers are unaffected (the crate::scene::SelectionState re-export path is
unchanged). No behavior change.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
`clip_hatch_boundary` lifted each loop into the clip polygon's world
space (`+world_origin`) to run the Sutherland–Hodgman clip, but returned
the result in absolute world coordinates. The renderer adds the per-hatch
`world_origin` anchor back in the vertex shader, so clipped hatches with a
large origin (e.g. UTM drawings) were drawn double-shifted and lost f32
precision. Subtract the origin again on the way out so the output stays in
the same precision-preserving anchor space as the input.
Also drop a stale third argument from two xclip tests left over from the
world-offset removal, which had broken `cargo test` compilation.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Clean up the remaining `let [ox,oy,oz] = [0,0,0]` bindings and their
zero-valued add/subtract arithmetic across scene/mod.rs (mesh LOD resplit,
model AABB, wide-polyline fills, wipeout boundary, hatch/solid models,
insert/entity AABB), table, multileader and xclip. Coordinates now read as
the plain absolute values they are. No world_offset reference remains.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
- Object-snap-tracking points now project through the relative-to-eye path
(view_proj_rte + eye) instead of the full view-projection, so they stay
precise at UTM-scale coordinates — the last consumer of the legacy full
view_proj outside the CPU frustum-cull / scissor path.
- Rename Camera::project_f64 → project and unproject_on_plane_f64 →
unproject_on_plane: the f32 twins are gone, so the disambiguating suffix
is vestigial. eye_f64 keeps its name — the f32 eye() still builds the
view matrices.
- Remove stale #[allow(dead_code)] from eye_f64 / project / unproject_on_plane
(all live now).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Now that geometry reaches the GPU/CPU as absolute coordinates via the
double-single relative-to-eye path, world_offset is always [0,0,0]. Strip
the parameter that was threaded through the whole tessellation / block-
expansion / fallback / camera-decode chain and the ExpandCtx field that
carried it — ~340 references across 20 files, all subtracting zero.
- truck_tess: to_local / to_local_low / tessellate_* drop the offset arg;
to_local is now a pure double-single split.
- tessellate: offset_to_ds → points_to_ds (pure DS split); tessellate(),
tessellate_entity(), fallback_geometry(), solid_wire_fallback(),
entity_aabb(), expand_insert(), expand_block_meshes(), the dimension
helpers (vec3_local, dimension_snap_pts, …), text_support, leader,
multileader, image_model, xclip and camera_from_view all lose the param.
- block_cache: ExpandCtx loses its world_offset field.
- Remove the now-dead offset_snap_pts and the unused set_grid_snap.
Behaviour is unchanged (the offset was zero everywhere); the compiler
verifies every call site.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The GPU scissors floating-viewport content to the viewport rectangle, but
the CPU hit-test/snap wire set runs past it (the frustum cull keeps a
margin and lines extend beyond the rect), so box selection, lasso, click
and object snap could reach geometry clipped out of the viewport.
Reject candidates whose projected screen point falls outside `bounds` (the
pane rectangle), mirroring the scissor. `bounds` is the full canvas in
model space, so every change is a no-op there.
- snap: reject out-of-bounds points in try_pt, the grid block and tangent.
- click_hit / click_hits_all: no hit when the cursor is off-pane.
- box_hit: clamp the selection box to the pane rectangle.
- poly_hit: drop wire points projected off-pane.
- hatch click: no hit when the cursor is off-pane.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Replace the leaky paper-projection approach to MSPACE editing with one
coordinate adapter that routes all interaction through the viewport's own
camera — the exact camera+rect the GPU draws the content with.
- Add Scene::viewport_edit_frame(canvas) -> (camera_for_viewport,
viewport_screen_rect): the unified adapter. Inside a floating viewport
the viewport is the active pane, so snap/pick/grip/preview/DYN run in
model space and land on the pixels the GPU draws. Tracks pan/zoom/twist
exactly (twist handled by camera_from_view); crop is pixel-preserving so
full-rect projection + cursor offset matches.
- Route snap-move, click-pick, grip-drag, grip hit-test, grip render,
hover (HoverDwellTick), selection (single/box/poly/cycle) and command
entity-pick through it via pick_view / cursor_model_point helpers and an
edit_cam-aware "active pane = viewport rect" override, so the existing
tile offset plumbing just works. Fixes wrong-object hover/selection and
stale snap after pan/zoom.
- DYN: project anchors with the viewport camera and shift to canvas space
so the guide/labels sit correctly (also fixes a latent tiled-model bug).
- Separate grid snap from object snap entirely: new Snapper.grid_snap_on
flag, Grid removed from the osnap mode set, evaluated independently of
the osnap master. Object snap never catches grid; grid corners are
picked only when grid snap is on, at lowest priority. Default off.
- grip.rs: project_rte + grips_to_screen_rte / find_hit_grip_rte taking
(view_rot, eye) so grips project through the composed view.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Selection projected wire vertices from points (the double-single HIGH half)
alone, ignoring points_low, so at UTM scale every selection test ran against
coordinates ~0.5 m off — box/crossing/window edges and click hit-tests missed
or grabbed the wrong entities, worsening with zoom.
hit_test now reconstructs each vertex's absolute f64 from points + points_low
(wp64) before projecting, across click_hit, click_hits_all, box_hit and
poly_hit (lasso). Hatch hit-tests use the f64 world_origin instead of an
f32-cast, and mesh hit-tests (click/box/lasso face picking) reconstruct from
verts + verts_low. world_to_screen now takes the f64 point directly.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Clipped blocks were broken at UTM and lost their clip when pasted into
another drawing.
- Clip geometry: world_clip_polygon_f64 keeps the boundary in absolute f64;
clip_wires now clips in a frame relative to the boundary's first vertex
(small coords → exact f32 Sutherland–Hodgman) and re-splits the result
into the double-single high/low pair the relative-to-eye renderer needs,
so the clipped block draws correctly and no longer poisons ZOOM Extents.
- ZOOM Extents (fit_all): the outlier reject compared absolute UTM
coordinates against a centre-RELATIVE span (local_extent_max), rejecting
the whole drawing → no-op. Made the reject distance-from-median-centre.
- Cross-drawing paste: clipboard now snapshots each copied entity's whole
xdictionary object graph (ClipboardDeps.ext_objects) and recreates it on
paste with fresh handles + remapped references, re-pointing the pasted
entity's xdictionary at the new root. Wired into PASTECLIP and PASTEORIG.
Fixed handle allocation (allocate_handle, not the non-advancing
next_handle) so the dictionary chain doesn't collapse onto one handle.
- Updated hit_test / plugin_host tests for the eye-relative + DVec3 signatures.
Known gaps: PASTEBLOCK does not yet carry the clip (clip would need to live
inside the new wrapper block definition); hatch-clip path still f32.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Whole command/snap/grip/cursor chain now builds on f64 DVec3 end to end,
so picked points, snaps and grip drags stay precise at UTM-scale
coordinates instead of quantizing to ~0.5 m through f32.
- All ~80 command files migrated: draw (line/circle/arc/ellipse/shapes
in full f64; others via point methods), modify, annotate, insert, view,
inquiry, layers, groups, clipboard, layout.
- Entity apply_grip impls updated for GripApply::{Absolute,Translate}(DVec3).
- Construction sites (EntityTransform/CmdResult/DynAnchor) emit DVec3;
wire-preview boundaries cast to f32 only at the GPU edge.
- Modify/annotate commands keep internal Vec3 geometry where precision is
non-critical, casting at the DVec3 boundary; key draw commands store f64.
Builds clean (no warnings). Visual verification of crosshair/snap/grip at
extreme UTM zoom pending.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Route the remaining absolute-coordinate CPU projection through the
relative-to-eye path so it no longer multiplies by a view_proj matrix
carrying a ~1e7 translation (which cancels catastrophically in f32 after
world_offset removal):
- camera pick_on_plane / pick_on_target_plane delegate to
unproject_on_plane_f64 (rotation-only inverse + f64 eye)
- snapper (world_to_screen), hit_test (click_hit / mesh / hatch), the
scene mesh/solid hit methods, grid + UCS axes, and polar_constrain_near
all take view_rot + eye and project relative-to-eye
- compute_grid_step measures the per-unit scale via the rotation-only
matrix (no eye term needed)
view_proj remains only for conservative CPU frustum-cull / scissor and the
screen-space viewcube / UCS-icon directions. NOTE: SnapResult.world and
the command-point chain are still Vec3 (f32) — a ~0.5 m quantization at
extreme UTM zoom remains; the command layer goes f64 next.
Co-Authored-By: Claude Opus 4.7 <[email protected]>